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-rw-r--r--code/cgame/cg_players.c2618
1 files changed, 2618 insertions, 0 deletions
diff --git a/code/cgame/cg_players.c b/code/cgame/cg_players.c
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+++ b/code/cgame/cg_players.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// cg_players.c -- handle the media and animation for player entities
+#include "cg_local.h"
+
+char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = {
+ "*death1.wav",
+ "*death2.wav",
+ "*death3.wav",
+ "*jump1.wav",
+ "*pain25_1.wav",
+ "*pain50_1.wav",
+ "*pain75_1.wav",
+ "*pain100_1.wav",
+ "*falling1.wav",
+ "*gasp.wav",
+ "*drown.wav",
+ "*fall1.wav",
+ "*taunt.wav"
+};
+
+
+/*
+================
+CG_CustomSound
+
+================
+*/
+sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) {
+ clientInfo_t *ci;
+ int i;
+
+ if ( soundName[0] != '*' ) {
+ return trap_S_RegisterSound( soundName, qfalse );
+ }
+
+ if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
+ clientNum = 0;
+ }
+ ci = &cgs.clientinfo[ clientNum ];
+
+ for ( i = 0 ; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[i] ; i++ ) {
+ if ( !strcmp( soundName, cg_customSoundNames[i] ) ) {
+ return ci->sounds[i];
+ }
+ }
+
+ CG_Error( "Unknown custom sound: %s", soundName );
+ return 0;
+}
+
+
+
+/*
+=============================================================================
+
+CLIENT INFO
+
+=============================================================================
+*/
+
+/*
+======================
+CG_ParseAnimationFile
+
+Read a configuration file containing animation coutns and rates
+models/players/visor/animation.cfg, etc
+======================
+*/
+static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
+ char *text_p, *prev;
+ int len;
+ int i;
+ char *token;
+ float fps;
+ int skip;
+ char text[20000];
+ fileHandle_t f;
+ animation_t *animations;
+
+ animations = ci->animations;
+
+ // load the file
+ len = trap_FS_FOpenFile( filename, &f, FS_READ );
+ if ( len <= 0 ) {
+ return qfalse;
+ }
+ if ( len >= sizeof( text ) - 1 ) {
+ CG_Printf( "File %s too long\n", filename );
+ trap_FS_FCloseFile( f );
+ return qfalse;
+ }
+ trap_FS_Read( text, len, f );
+ text[len] = 0;
+ trap_FS_FCloseFile( f );
+
+ // parse the text
+ text_p = text;
+ skip = 0; // quite the compiler warning
+
+ ci->footsteps = FOOTSTEP_NORMAL;
+ VectorClear( ci->headOffset );
+ ci->gender = GENDER_MALE;
+ ci->fixedlegs = qfalse;
+ ci->fixedtorso = qfalse;
+
+ // read optional parameters
+ while ( 1 ) {
+ prev = text_p; // so we can unget
+ token = COM_Parse( &text_p );
+ if ( !token ) {
+ break;
+ }
+ if ( !Q_stricmp( token, "footsteps" ) ) {
+ token = COM_Parse( &text_p );
+ if ( !token ) {
+ break;
+ }
+ if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) {
+ ci->footsteps = FOOTSTEP_NORMAL;
+ } else if ( !Q_stricmp( token, "boot" ) ) {
+ ci->footsteps = FOOTSTEP_BOOT;
+ } else if ( !Q_stricmp( token, "flesh" ) ) {
+ ci->footsteps = FOOTSTEP_FLESH;
+ } else if ( !Q_stricmp( token, "mech" ) ) {
+ ci->footsteps = FOOTSTEP_MECH;
+ } else if ( !Q_stricmp( token, "energy" ) ) {
+ ci->footsteps = FOOTSTEP_ENERGY;
+ } else {
+ CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token );
+ }
+ continue;
+ } else if ( !Q_stricmp( token, "headoffset" ) ) {
+ for ( i = 0 ; i < 3 ; i++ ) {
+ token = COM_Parse( &text_p );
+ if ( !token ) {
+ break;
+ }
+ ci->headOffset[i] = atof( token );
+ }
+ continue;
+ } else if ( !Q_stricmp( token, "sex" ) ) {
+ token = COM_Parse( &text_p );
+ if ( !token ) {
+ break;
+ }
+ if ( token[0] == 'f' || token[0] == 'F' ) {
+ ci->gender = GENDER_FEMALE;
+ } else if ( token[0] == 'n' || token[0] == 'N' ) {
+ ci->gender = GENDER_NEUTER;
+ } else {
+ ci->gender = GENDER_MALE;
+ }
+ continue;
+ } else if ( !Q_stricmp( token, "fixedlegs" ) ) {
+ ci->fixedlegs = qtrue;
+ continue;
+ } else if ( !Q_stricmp( token, "fixedtorso" ) ) {
+ ci->fixedtorso = qtrue;
+ continue;
+ }
+
+ // if it is a number, start parsing animations
+ if ( token[0] >= '0' && token[0] <= '9' ) {
+ text_p = prev; // unget the token
+ break;
+ }
+ Com_Printf( "unknown token '%s' is %s\n", token, filename );
+ }
+
+ // read information for each frame
+ for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
+
+ token = COM_Parse( &text_p );
+ if ( !*token ) {
+ if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) {
+ animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame;
+ animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp;
+ animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp;
+ animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames;
+ animations[i].numFrames = animations[TORSO_GESTURE].numFrames;
+ animations[i].reversed = qfalse;
+ animations[i].flipflop = qfalse;
+ continue;
+ }
+ break;
+ }
+ animations[i].firstFrame = atoi( token );
+ // leg only frames are adjusted to not count the upper body only frames
+ if ( i == LEGS_WALKCR ) {
+ skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
+ }
+ if ( i >= LEGS_WALKCR && i<TORSO_GETFLAG) {
+ animations[i].firstFrame -= skip;
+ }
+
+ token = COM_Parse( &text_p );
+ if ( !*token ) {
+ break;
+ }
+ animations[i].numFrames = atoi( token );
+
+ animations[i].reversed = qfalse;
+ animations[i].flipflop = qfalse;
+ // if numFrames is negative the animation is reversed
+ if (animations[i].numFrames < 0) {
+ animations[i].numFrames = -animations[i].numFrames;
+ animations[i].reversed = qtrue;
+ }
+
+ token = COM_Parse( &text_p );
+ if ( !*token ) {
+ break;
+ }
+ animations[i].loopFrames = atoi( token );
+
+ token = COM_Parse( &text_p );
+ if ( !*token ) {
+ break;
+ }
+ fps = atof( token );
+ if ( fps == 0 ) {
+ fps = 1;
+ }
+ animations[i].frameLerp = 1000 / fps;
+ animations[i].initialLerp = 1000 / fps;
+ }
+
+ if ( i != MAX_ANIMATIONS ) {
+ CG_Printf( "Error parsing animation file: %s", filename );
+ return qfalse;
+ }
+
+ // crouch backward animation
+ memcpy(&animations[LEGS_BACKCR], &animations[LEGS_WALKCR], sizeof(animation_t));
+ animations[LEGS_BACKCR].reversed = qtrue;
+ // walk backward animation
+ memcpy(&animations[LEGS_BACKWALK], &animations[LEGS_WALK], sizeof(animation_t));
+ animations[LEGS_BACKWALK].reversed = qtrue;
+ // flag moving fast
+ animations[FLAG_RUN].firstFrame = 0;
+ animations[FLAG_RUN].numFrames = 16;
+ animations[FLAG_RUN].loopFrames = 16;
+ animations[FLAG_RUN].frameLerp = 1000 / 15;
+ animations[FLAG_RUN].initialLerp = 1000 / 15;
+ animations[FLAG_RUN].reversed = qfalse;
+ // flag not moving or moving slowly
+ animations[FLAG_STAND].firstFrame = 16;
+ animations[FLAG_STAND].numFrames = 5;
+ animations[FLAG_STAND].loopFrames = 0;
+ animations[FLAG_STAND].frameLerp = 1000 / 20;
+ animations[FLAG_STAND].initialLerp = 1000 / 20;
+ animations[FLAG_STAND].reversed = qfalse;
+ // flag speeding up
+ animations[FLAG_STAND2RUN].firstFrame = 16;
+ animations[FLAG_STAND2RUN].numFrames = 5;
+ animations[FLAG_STAND2RUN].loopFrames = 1;
+ animations[FLAG_STAND2RUN].frameLerp = 1000 / 15;
+ animations[FLAG_STAND2RUN].initialLerp = 1000 / 15;
+ animations[FLAG_STAND2RUN].reversed = qtrue;
+ //
+ // new anims changes
+ //
+// animations[TORSO_GETFLAG].flipflop = qtrue;
+// animations[TORSO_GUARDBASE].flipflop = qtrue;
+// animations[TORSO_PATROL].flipflop = qtrue;
+// animations[TORSO_AFFIRMATIVE].flipflop = qtrue;
+// animations[TORSO_NEGATIVE].flipflop = qtrue;
+ //
+ return qtrue;
+}
+
+/*
+==========================
+CG_FileExists
+==========================
+*/
+static qboolean CG_FileExists(const char *filename) {
+ int len;
+
+ len = trap_FS_FOpenFile( filename, NULL, FS_READ );
+ if (len>0) {
+ return qtrue;
+ }
+ return qfalse;
+}
+
+/*
+==========================
+CG_FindClientModelFile
+==========================
+*/
+static qboolean CG_FindClientModelFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *base, const char *ext ) {
+ char *team, *charactersFolder;
+ int i;
+
+ if ( cgs.gametype >= GT_TEAM ) {
+ switch ( ci->team ) {
+ case TEAM_BLUE: {
+ team = "blue";
+ break;
+ }
+ default: {
+ team = "red";
+ break;
+ }
+ }
+ }
+ else {
+ team = "default";
+ }
+ charactersFolder = "";
+ while(1) {
+ for ( i = 0; i < 2; i++ ) {
+ if ( i == 0 && teamName && *teamName ) {
+ // "models/players/characters/james/stroggs/lower_lily_red.skin"
+ Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, team, ext );
+ }
+ else {
+ // "models/players/characters/james/lower_lily_red.skin"
+ Com_sprintf( filename, length, "models/players/%s%s/%s_%s_%s.%s", charactersFolder, modelName, base, skinName, team, ext );
+ }
+ if ( CG_FileExists( filename ) ) {
+ return qtrue;
+ }
+ if ( cgs.gametype >= GT_TEAM ) {
+ if ( i == 0 && teamName && *teamName ) {
+ // "models/players/characters/james/stroggs/lower_red.skin"
+ Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, team, ext );
+ }
+ else {
+ // "models/players/characters/james/lower_red.skin"
+ Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, team, ext );
+ }
+ }
+ else {
+ if ( i == 0 && teamName && *teamName ) {
+ // "models/players/characters/james/stroggs/lower_lily.skin"
+ Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, ext );
+ }
+ else {
+ // "models/players/characters/james/lower_lily.skin"
+ Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, skinName, ext );
+ }
+ }
+ if ( CG_FileExists( filename ) ) {
+ return qtrue;
+ }
+ if ( !teamName || !*teamName ) {
+ break;
+ }
+ }
+ // if tried the heads folder first
+ if ( charactersFolder[0] ) {
+ break;
+ }
+ charactersFolder = "characters/";
+ }
+
+ return qfalse;
+}
+
+/*
+==========================
+CG_FindClientHeadFile
+==========================
+*/
+static qboolean CG_FindClientHeadFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
+ char *team, *headsFolder;
+ int i;
+
+ if ( cgs.gametype >= GT_TEAM ) {
+ switch ( ci->team ) {
+ case TEAM_BLUE: {
+ team = "blue";
+ break;
+ }
+ default: {
+ team = "red";
+ break;
+ }
+ }
+ }
+ else {
+ team = "default";
+ }
+
+ if ( headModelName[0] == '*' ) {
+ headsFolder = "heads/";
+ headModelName++;
+ }
+ else {
+ headsFolder = "";
+ }
+ while(1) {
+ for ( i = 0; i < 2; i++ ) {
+ if ( i == 0 && teamName && *teamName ) {
+ Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
+ }
+ else {
+ Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
+ }
+ if ( CG_FileExists( filename ) ) {
+ return qtrue;
+ }
+ if ( cgs.gametype >= GT_TEAM ) {
+ if ( i == 0 && teamName && *teamName ) {
+ Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, team, ext );
+ }
+ else {
+ Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, team, ext );
+ }
+ }
+ else {
+ if ( i == 0 && teamName && *teamName ) {
+ Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
+ }
+ else {
+ Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
+ }
+ }
+ if ( CG_FileExists( filename ) ) {
+ return qtrue;
+ }
+ if ( !teamName || !*teamName ) {
+ break;
+ }
+ }
+ // if tried the heads folder first
+ if ( headsFolder[0] ) {
+ break;
+ }
+ headsFolder = "heads/";
+ }
+
+ return qfalse;
+}
+
+/*
+==========================
+CG_RegisterClientSkin
+==========================
+*/
+static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName ) {
+ char filename[MAX_QPATH];
+
+ /*
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/%slower_%s.skin", modelName, teamName, skinName );
+ ci->legsSkin = trap_R_RegisterSkin( filename );
+ if (!ci->legsSkin) {
+ Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%slower_%s.skin", modelName, teamName, skinName );
+ ci->legsSkin = trap_R_RegisterSkin( filename );
+ if (!ci->legsSkin) {
+ Com_Printf( "Leg skin load failure: %s\n", filename );
+ }
+ }
+
+
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/%supper_%s.skin", modelName, teamName, skinName );
+ ci->torsoSkin = trap_R_RegisterSkin( filename );
+ if (!ci->torsoSkin) {
+ Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%supper_%s.skin", modelName, teamName, skinName );
+ ci->torsoSkin = trap_R_RegisterSkin( filename );
+ if (!ci->torsoSkin) {
+ Com_Printf( "Torso skin load failure: %s\n", filename );
+ }
+ }
+ */
+ if ( CG_FindClientModelFile( filename, sizeof(filename), ci, teamName, modelName, skinName, "lower", "skin" ) ) {
+ ci->legsSkin = trap_R_RegisterSkin( filename );
+ }
+ if (!ci->legsSkin) {
+ Com_Printf( "Leg skin load failure: %s\n", filename );
+ }
+
+ if ( CG_FindClientModelFile( filename, sizeof(filename), ci, teamName, modelName, skinName, "upper", "skin" ) ) {
+ ci->torsoSkin = trap_R_RegisterSkin( filename );
+ }
+ if (!ci->torsoSkin) {
+ Com_Printf( "Torso skin load failure: %s\n", filename );
+ }
+
+ if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headModelName, headSkinName, "head", "skin" ) ) {
+ ci->headSkin = trap_R_RegisterSkin( filename );
+ }
+ if (!ci->headSkin) {
+ Com_Printf( "Head skin load failure: %s\n", filename );
+ }
+
+ // if any skins failed to load
+ if ( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) {
+ return qfalse;
+ }
+ return qtrue;
+}
+
+/*
+==========================
+CG_RegisterClientModelname
+==========================
+*/
+static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName, const char *teamName ) {
+ char filename[MAX_QPATH*2];
+ const char *headName;
+ char newTeamName[MAX_QPATH*2];
+
+ if ( headModelName[0] == '\0' ) {
+ headName = modelName;
+ }
+ else {
+ headName = headModelName;
+ }
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
+ ci->legsModel = trap_R_RegisterModel( filename );
+ if ( !ci->legsModel ) {
+ Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName );
+ ci->legsModel = trap_R_RegisterModel( filename );
+ if ( !ci->legsModel ) {
+ Com_Printf( "Failed to load model file %s\n", filename );
+ return qfalse;
+ }
+ }
+
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
+ ci->torsoModel = trap_R_RegisterModel( filename );
+ if ( !ci->torsoModel ) {
+ Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName );
+ ci->torsoModel = trap_R_RegisterModel( filename );
+ if ( !ci->torsoModel ) {
+ Com_Printf( "Failed to load model file %s\n", filename );
+ return qfalse;
+ }
+ }
+
+ if( headName[0] == '*' ) {
+ Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
+ }
+ else {
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headName );
+ }
+ ci->headModel = trap_R_RegisterModel( filename );
+ // if the head model could not be found and we didn't load from the heads folder try to load from there
+ if ( !ci->headModel && headName[0] != '*' ) {
+ Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
+ ci->headModel = trap_R_RegisterModel( filename );
+ }
+ if ( !ci->headModel ) {
+ Com_Printf( "Failed to load model file %s\n", filename );
+ return qfalse;
+ }
+
+ // if any skins failed to load, return failure
+ if ( !CG_RegisterClientSkin( ci, teamName, modelName, skinName, headName, headSkinName ) ) {
+ if ( teamName && *teamName) {
+ Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", teamName, modelName, skinName, headName, headSkinName );
+ if( ci->team == TEAM_BLUE ) {
+ Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_BLUETEAM_NAME);
+ }
+ else {
+ Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_REDTEAM_NAME);
+ }
+ if ( !CG_RegisterClientSkin( ci, newTeamName, modelName, skinName, headName, headSkinName ) ) {
+ Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", newTeamName, modelName, skinName, headName, headSkinName );
+ return qfalse;
+ }
+ } else {
+ Com_Printf( "Failed to load skin file: %s : %s, %s : %s\n", modelName, skinName, headName, headSkinName );
+ return qfalse;
+ }
+ }
+
+ // load the animations
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
+ if ( !CG_ParseAnimationFile( filename, ci ) ) {
+ Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/animation.cfg", modelName );
+ if ( !CG_ParseAnimationFile( filename, ci ) ) {
+ Com_Printf( "Failed to load animation file %s\n", filename );
+ return qfalse;
+ }
+ }
+
+ if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headName, headSkinName, "icon", "skin" ) ) {
+ ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
+ }
+ else if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headName, headSkinName, "icon", "tga" ) ) {
+ ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
+ }
+
+ if ( !ci->modelIcon ) {
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+====================
+CG_ColorFromString
+====================
+*/
+static void CG_ColorFromString( const char *v, vec3_t color ) {
+ int val;
+
+ VectorClear( color );
+
+ val = atoi( v );
+
+ if ( val < 1 || val > 7 ) {
+ VectorSet( color, 1, 1, 1 );
+ return;
+ }
+
+ if ( val & 1 ) {
+ color[2] = 1.0f;
+ }
+ if ( val & 2 ) {
+ color[1] = 1.0f;
+ }
+ if ( val & 4 ) {
+ color[0] = 1.0f;
+ }
+}
+
+/*
+===================
+CG_LoadClientInfo
+
+Load it now, taking the disk hits.
+This will usually be deferred to a safe time
+===================
+*/
+static void CG_LoadClientInfo( int clientNum, clientInfo_t *ci ) {
+ const char *dir, *fallback;
+ int i, modelloaded;
+ const char *s;
+ char teamname[MAX_QPATH];
+
+ teamname[0] = 0;
+#ifdef MISSIONPACK
+ if( cgs.gametype >= GT_TEAM) {
+ if( ci->team == TEAM_BLUE ) {
+ Q_strncpyz(teamname, cg_blueTeamName.string, sizeof(teamname) );
+ } else {
+ Q_strncpyz(teamname, cg_redTeamName.string, sizeof(teamname) );
+ }
+ }
+ if( teamname[0] ) {
+ strcat( teamname, "/" );
+ }
+#endif
+ modelloaded = qtrue;
+ if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname ) ) {
+ if ( cg_buildScript.integer ) {
+ CG_Error( "CG_RegisterClientModelname( %s, %s, %s, %s %s ) failed", ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname );
+ }
+
+ // fall back to default team name
+ if( cgs.gametype >= GT_TEAM) {
+ // keep skin name
+ if( ci->team == TEAM_BLUE ) {
+ Q_strncpyz(teamname, DEFAULT_BLUETEAM_NAME, sizeof(teamname) );
+ } else {
+ Q_strncpyz(teamname, DEFAULT_REDTEAM_NAME, sizeof(teamname) );
+ }
+ if ( !CG_RegisterClientModelname( ci, DEFAULT_TEAM_MODEL, ci->skinName, DEFAULT_TEAM_HEAD, ci->skinName, teamname ) ) {
+ CG_Error( "DEFAULT_TEAM_MODEL / skin (%s/%s) failed to register", DEFAULT_TEAM_MODEL, ci->skinName );
+ }
+ } else {
+ if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default", DEFAULT_MODEL, "default", teamname ) ) {
+ CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL );
+ }
+ }
+ modelloaded = qfalse;
+ }
+
+ ci->newAnims = qfalse;
+ if ( ci->torsoModel ) {
+ orientation_t tag;
+ // if the torso model has the "tag_flag"
+ if ( trap_R_LerpTag( &tag, ci->torsoModel, 0, 0, 1, "tag_flag" ) ) {
+ ci->newAnims = qtrue;
+ }
+ }
+
+ // sounds
+ dir = ci->modelName;
+ fallback = (cgs.gametype >= GT_TEAM) ? DEFAULT_TEAM_MODEL : DEFAULT_MODEL;
+
+ for ( i = 0 ; i < MAX_CUSTOM_SOUNDS ; i++ ) {
+ s = cg_customSoundNames[i];
+ if ( !s ) {
+ break;
+ }
+ ci->sounds[i] = 0;
+ // if the model didn't load use the sounds of the default model
+ if (modelloaded) {
+ ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", dir, s + 1), qfalse );
+ }
+ if ( !ci->sounds[i] ) {
+ ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", fallback, s + 1), qfalse );
+ }
+ }
+
+ ci->deferred = qfalse;
+
+ // reset any existing players and bodies, because they might be in bad
+ // frames for this new model
+ for ( i = 0 ; i < MAX_GENTITIES ; i++ ) {
+ if ( cg_entities[i].currentState.clientNum == clientNum
+ && cg_entities[i].currentState.eType == ET_PLAYER ) {
+ CG_ResetPlayerEntity( &cg_entities[i] );
+ }
+ }
+}
+
+/*
+======================
+CG_CopyClientInfoModel
+======================
+*/
+static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) {
+ VectorCopy( from->headOffset, to->headOffset );
+ to->footsteps = from->footsteps;
+ to->gender = from->gender;
+
+ to->legsModel = from->legsModel;
+ to->legsSkin = from->legsSkin;
+ to->torsoModel = from->torsoModel;
+ to->torsoSkin = from->torsoSkin;
+ to->headModel = from->headModel;
+ to->headSkin = from->headSkin;
+ to->modelIcon = from->modelIcon;
+
+ to->newAnims = from->newAnims;
+
+ memcpy( to->animations, from->animations, sizeof( to->animations ) );
+ memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
+}
+
+/*
+======================
+CG_ScanForExistingClientInfo
+======================
+*/
+static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) {
+ int i;
+ clientInfo_t *match;
+
+ for ( i = 0 ; i < cgs.maxclients ; i++ ) {
+ match = &cgs.clientinfo[ i ];
+ if ( !match->infoValid ) {
+ continue;
+ }
+ if ( match->deferred ) {
+ continue;
+ }
+ if ( !Q_stricmp( ci->modelName, match->modelName )
+ && !Q_stricmp( ci->skinName, match->skinName )
+ && !Q_stricmp( ci->headModelName, match->headModelName )
+ && !Q_stricmp( ci->headSkinName, match->headSkinName )
+ && !Q_stricmp( ci->blueTeam, match->blueTeam )
+ && !Q_stricmp( ci->redTeam, match->redTeam )
+ && (cgs.gametype < GT_TEAM || ci->team == match->team) ) {
+ // this clientinfo is identical, so use it's handles
+
+ ci->deferred = qfalse;
+
+ CG_CopyClientInfoModel( match, ci );
+
+ return qtrue;
+ }
+ }
+
+ // nothing matches, so defer the load
+ return qfalse;
+}
+
+/*
+======================
+CG_SetDeferredClientInfo
+
+We aren't going to load it now, so grab some other
+client's info to use until we have some spare time.
+======================
+*/
+static void CG_SetDeferredClientInfo( int clientNum, clientInfo_t *ci ) {
+ int i;
+ clientInfo_t *match;
+
+ // if someone else is already the same models and skins we
+ // can just load the client info
+ for ( i = 0 ; i < cgs.maxclients ; i++ ) {
+ match = &cgs.clientinfo[ i ];
+ if ( !match->infoValid || match->deferred ) {
+ continue;
+ }
+ if ( Q_stricmp( ci->skinName, match->skinName ) ||
+ Q_stricmp( ci->modelName, match->modelName ) ||
+// Q_stricmp( ci->headModelName, match->headModelName ) ||
+// Q_stricmp( ci->headSkinName, match->headSkinName ) ||
+ (cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
+ continue;
+ }
+ // just load the real info cause it uses the same models and skins
+ CG_LoadClientInfo( clientNum, ci );
+ return;
+ }
+
+ // if we are in teamplay, only grab a model if the skin is correct
+ if ( cgs.gametype >= GT_TEAM ) {
+ for ( i = 0 ; i < cgs.maxclients ; i++ ) {
+ match = &cgs.clientinfo[ i ];
+ if ( !match->infoValid || match->deferred ) {
+ continue;
+ }
+ if ( Q_stricmp( ci->skinName, match->skinName ) ||
+ (cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
+ continue;
+ }
+ ci->deferred = qtrue;
+ CG_CopyClientInfoModel( match, ci );
+ return;
+ }
+ // load the full model, because we don't ever want to show
+ // an improper team skin. This will cause a hitch for the first
+ // player, when the second enters. Combat shouldn't be going on
+ // yet, so it shouldn't matter
+ CG_LoadClientInfo( clientNum, ci );
+ return;
+ }
+
+ // find the first valid clientinfo and grab its stuff
+ for ( i = 0 ; i < cgs.maxclients ; i++ ) {
+ match = &cgs.clientinfo[ i ];
+ if ( !match->infoValid ) {
+ continue;
+ }
+
+ ci->deferred = qtrue;
+ CG_CopyClientInfoModel( match, ci );
+ return;
+ }
+
+ // we should never get here...
+ CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" );
+
+ CG_LoadClientInfo( clientNum, ci );
+}
+
+
+/*
+======================
+CG_NewClientInfo
+======================
+*/
+void CG_NewClientInfo( int clientNum ) {
+ clientInfo_t *ci;
+ clientInfo_t newInfo;
+ const char *configstring;
+ const char *v;
+ char *slash;
+
+ ci = &cgs.clientinfo[clientNum];
+
+ configstring = CG_ConfigString( clientNum + CS_PLAYERS );
+ if ( !configstring[0] ) {
+ memset( ci, 0, sizeof( *ci ) );
+ return; // player just left
+ }
+
+ // build into a temp buffer so the defer checks can use
+ // the old value
+ memset( &newInfo, 0, sizeof( newInfo ) );
+
+ // isolate the player's name
+ v = Info_ValueForKey(configstring, "n");
+ Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
+
+ // colors
+ v = Info_ValueForKey( configstring, "c1" );
+ CG_ColorFromString( v, newInfo.color1 );
+
+ v = Info_ValueForKey( configstring, "c2" );
+ CG_ColorFromString( v, newInfo.color2 );
+
+ // bot skill
+ v = Info_ValueForKey( configstring, "skill" );
+ newInfo.botSkill = atoi( v );
+
+ // handicap
+ v = Info_ValueForKey( configstring, "hc" );
+ newInfo.handicap = atoi( v );
+
+ // wins
+ v = Info_ValueForKey( configstring, "w" );
+ newInfo.wins = atoi( v );
+
+ // losses
+ v = Info_ValueForKey( configstring, "l" );
+ newInfo.losses = atoi( v );
+
+ // team
+ v = Info_ValueForKey( configstring, "t" );
+ newInfo.team = atoi( v );
+
+ // team task
+ v = Info_ValueForKey( configstring, "tt" );
+ newInfo.teamTask = atoi(v);
+
+ // team leader
+ v = Info_ValueForKey( configstring, "tl" );
+ newInfo.teamLeader = atoi(v);
+
+ v = Info_ValueForKey( configstring, "g_redteam" );
+ Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME);
+
+ v = Info_ValueForKey( configstring, "g_blueteam" );
+ Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME);
+
+ // model
+ v = Info_ValueForKey( configstring, "model" );
+ if ( cg_forceModel.integer ) {
+ // forcemodel makes everyone use a single model
+ // to prevent load hitches
+ char modelStr[MAX_QPATH];
+ char *skin;
+
+ if( cgs.gametype >= GT_TEAM ) {
+ Q_strncpyz( newInfo.modelName, DEFAULT_TEAM_MODEL, sizeof( newInfo.modelName ) );
+ Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
+ } else {
+ trap_Cvar_VariableStringBuffer( "model", modelStr, sizeof( modelStr ) );
+ if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
+ skin = "default";
+ } else {
+ *skin++ = 0;
+ }
+
+ Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
+ Q_strncpyz( newInfo.modelName, modelStr, sizeof( newInfo.modelName ) );
+ }
+
+ if ( cgs.gametype >= GT_TEAM ) {
+ // keep skin name
+ slash = strchr( v, '/' );
+ if ( slash ) {
+ Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
+ }
+ }
+ } else {
+ Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
+
+ slash = strchr( newInfo.modelName, '/' );
+ if ( !slash ) {
+ // modelName didn not include a skin name
+ Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
+ } else {
+ Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
+ // truncate modelName
+ *slash = 0;
+ }
+ }
+
+ // head model
+ v = Info_ValueForKey( configstring, "hmodel" );
+ if ( cg_forceModel.integer ) {
+ // forcemodel makes everyone use a single model
+ // to prevent load hitches
+ char modelStr[MAX_QPATH];
+ char *skin;
+
+ if( cgs.gametype >= GT_TEAM ) {
+ Q_strncpyz( newInfo.headModelName, DEFAULT_TEAM_MODEL, sizeof( newInfo.headModelName ) );
+ Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
+ } else {
+ trap_Cvar_VariableStringBuffer( "headmodel", modelStr, sizeof( modelStr ) );
+ if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
+ skin = "default";
+ } else {
+ *skin++ = 0;
+ }
+
+ Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) );
+ Q_strncpyz( newInfo.headModelName, modelStr, sizeof( newInfo.headModelName ) );
+ }
+
+ if ( cgs.gametype >= GT_TEAM ) {
+ // keep skin name
+ slash = strchr( v, '/' );
+ if ( slash ) {
+ Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
+ }
+ }
+ } else {
+ Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) );
+
+ slash = strchr( newInfo.headModelName, '/' );
+ if ( !slash ) {
+ // modelName didn not include a skin name
+ Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
+ } else {
+ Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
+ // truncate modelName
+ *slash = 0;
+ }
+ }
+
+ // scan for an existing clientinfo that matches this modelname
+ // so we can avoid loading checks if possible
+ if ( !CG_ScanForExistingClientInfo( &newInfo ) ) {
+ qboolean forceDefer;
+
+ forceDefer = trap_MemoryRemaining() < 4000000;
+
+ // if we are defering loads, just have it pick the first valid
+ if ( forceDefer || (cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) ) {
+ // keep whatever they had if it won't violate team skins
+ CG_SetDeferredClientInfo( clientNum, &newInfo );
+ // if we are low on memory, leave them with this model
+ if ( forceDefer ) {
+ CG_Printf( "Memory is low. Using deferred model.\n" );
+ newInfo.deferred = qfalse;
+ }
+ } else {
+ CG_LoadClientInfo( clientNum, &newInfo );
+ }
+ }
+
+ // replace whatever was there with the new one
+ newInfo.infoValid = qtrue;
+ *ci = newInfo;
+}
+
+
+
+/*
+======================
+CG_LoadDeferredPlayers
+
+Called each frame when a player is dead
+and the scoreboard is up
+so deferred players can be loaded
+======================
+*/
+void CG_LoadDeferredPlayers( void ) {
+ int i;
+ clientInfo_t *ci;
+
+ // scan for a deferred player to load
+ for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) {
+ if ( ci->infoValid && ci->deferred ) {
+ // if we are low on memory, leave it deferred
+ if ( trap_MemoryRemaining() < 4000000 ) {
+ CG_Printf( "Memory is low. Using deferred model.\n" );
+ ci->deferred = qfalse;
+ continue;
+ }
+ CG_LoadClientInfo( i, ci );
+// break;
+ }
+ }
+}
+
+/*
+=============================================================================
+
+PLAYER ANIMATION
+
+=============================================================================
+*/
+
+
+/*
+===============
+CG_SetLerpFrameAnimation
+
+may include ANIM_TOGGLEBIT
+===============
+*/
+static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
+ animation_t *anim;
+
+ lf->animationNumber = newAnimation;
+ newAnimation &= ~ANIM_TOGGLEBIT;
+
+ if ( newAnimation < 0 || newAnimation >= MAX_TOTALANIMATIONS ) {
+ CG_Error( "Bad animation number: %i", newAnimation );
+ }
+
+ anim = &ci->animations[ newAnimation ];
+
+ lf->animation = anim;
+ lf->animationTime = lf->frameTime + anim->initialLerp;
+
+ if ( cg_debugAnim.integer ) {
+ CG_Printf( "Anim: %i\n", newAnimation );
+ }
+}
+
+/*
+===============
+CG_RunLerpFrame
+
+Sets cg.snap, cg.oldFrame, and cg.backlerp
+cg.time should be between oldFrameTime and frameTime after exit
+===============
+*/
+static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) {
+ int f, numFrames;
+ animation_t *anim;
+
+ // debugging tool to get no animations
+ if ( cg_animSpeed.integer == 0 ) {
+ lf->oldFrame = lf->frame = lf->backlerp = 0;
+ return;
+ }
+
+ // see if the animation sequence is switching
+ if ( newAnimation != lf->animationNumber || !lf->animation ) {
+ CG_SetLerpFrameAnimation( ci, lf, newAnimation );
+ }
+
+ // if we have passed the current frame, move it to
+ // oldFrame and calculate a new frame
+ if ( cg.time >= lf->frameTime ) {
+ lf->oldFrame = lf->frame;
+ lf->oldFrameTime = lf->frameTime;
+
+ // get the next frame based on the animation
+ anim = lf->animation;
+ if ( !anim->frameLerp ) {
+ return; // shouldn't happen
+ }
+ if ( cg.time < lf->animationTime ) {
+ lf->frameTime = lf->animationTime; // initial lerp
+ } else {
+ lf->frameTime = lf->oldFrameTime + anim->frameLerp;
+ }
+ f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
+ f *= speedScale; // adjust for haste, etc
+
+ numFrames = anim->numFrames;
+ if (anim->flipflop) {
+ numFrames *= 2;
+ }
+ if ( f >= numFrames ) {
+ f -= numFrames;
+ if ( anim->loopFrames ) {
+ f %= anim->loopFrames;
+ f += anim->numFrames - anim->loopFrames;
+ } else {
+ f = numFrames - 1;
+ // the animation is stuck at the end, so it
+ // can immediately transition to another sequence
+ lf->frameTime = cg.time;
+ }
+ }
+ if ( anim->reversed ) {
+ lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
+ }
+ else if (anim->flipflop && f>=anim->numFrames) {
+ lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
+ }
+ else {
+ lf->frame = anim->firstFrame + f;
+ }
+ if ( cg.time > lf->frameTime ) {
+ lf->frameTime = cg.time;
+ if ( cg_debugAnim.integer ) {
+ CG_Printf( "Clamp lf->frameTime\n");
+ }
+ }
+ }
+
+ if ( lf->frameTime > cg.time + 200 ) {
+ lf->frameTime = cg.time;
+ }
+
+ if ( lf->oldFrameTime > cg.time ) {
+ lf->oldFrameTime = cg.time;
+ }
+ // calculate current lerp value
+ if ( lf->frameTime == lf->oldFrameTime ) {
+ lf->backlerp = 0;
+ } else {
+ lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
+ }
+}
+
+
+/*
+===============
+CG_ClearLerpFrame
+===============
+*/
+static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) {
+ lf->frameTime = lf->oldFrameTime = cg.time;
+ CG_SetLerpFrameAnimation( ci, lf, animationNumber );
+ lf->oldFrame = lf->frame = lf->animation->firstFrame;
+}
+
+
+/*
+===============
+CG_PlayerAnimation
+===============
+*/
+static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
+ int *torsoOld, int *torso, float *torsoBackLerp ) {
+ clientInfo_t *ci;
+ int clientNum;
+ float speedScale;
+
+ clientNum = cent->currentState.clientNum;
+
+ if ( cg_noPlayerAnims.integer ) {
+ *legsOld = *legs = *torsoOld = *torso = 0;
+ return;
+ }
+
+ if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) {
+ speedScale = 1.5;
+ } else {
+ speedScale = 1;
+ }
+
+ ci = &cgs.clientinfo[ clientNum ];
+
+ // do the shuffle turn frames locally
+ if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
+ CG_RunLerpFrame( ci, &cent->pe.legs, LEGS_TURN, speedScale );
+ } else {
+ CG_RunLerpFrame( ci, &cent->pe.legs, cent->currentState.legsAnim, speedScale );
+ }
+
+ *legsOld = cent->pe.legs.oldFrame;
+ *legs = cent->pe.legs.frame;
+ *legsBackLerp = cent->pe.legs.backlerp;
+
+ CG_RunLerpFrame( ci, &cent->pe.torso, cent->currentState.torsoAnim, speedScale );
+
+ *torsoOld = cent->pe.torso.oldFrame;
+ *torso = cent->pe.torso.frame;
+ *torsoBackLerp = cent->pe.torso.backlerp;
+}
+
+/*
+=============================================================================
+
+PLAYER ANGLES
+
+=============================================================================
+*/
+
+/*
+==================
+CG_SwingAngles
+==================
+*/
+static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
+ float speed, float *angle, qboolean *swinging ) {
+ float swing;
+ float move;
+ float scale;
+
+ if ( !*swinging ) {
+ // see if a swing should be started
+ swing = AngleSubtract( *angle, destination );
+ if ( swing > swingTolerance || swing < -swingTolerance ) {
+ *swinging = qtrue;
+ }
+ }
+
+ if ( !*swinging ) {
+ return;
+ }
+
+ // modify the speed depending on the delta
+ // so it doesn't seem so linear
+ swing = AngleSubtract( destination, *angle );
+ scale = fabs( swing );
+ if ( scale < swingTolerance * 0.5 ) {
+ scale = 0.5;
+ } else if ( scale < swingTolerance ) {
+ scale = 1.0;
+ } else {
+ scale = 2.0;
+ }
+
+ // swing towards the destination angle
+ if ( swing >= 0 ) {
+ move = cg.frametime * scale * speed;
+ if ( move >= swing ) {
+ move = swing;
+ *swinging = qfalse;
+ }
+ *angle = AngleMod( *angle + move );
+ } else if ( swing < 0 ) {
+ move = cg.frametime * scale * -speed;
+ if ( move <= swing ) {
+ move = swing;
+ *swinging = qfalse;
+ }
+ *angle = AngleMod( *angle + move );
+ }
+
+ // clamp to no more than tolerance
+ swing = AngleSubtract( destination, *angle );
+ if ( swing > clampTolerance ) {
+ *angle = AngleMod( destination - (clampTolerance - 1) );
+ } else if ( swing < -clampTolerance ) {
+ *angle = AngleMod( destination + (clampTolerance - 1) );
+ }
+}
+
+/*
+=================
+CG_AddPainTwitch
+=================
+*/
+static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
+ int t;
+ float f;
+
+ t = cg.time - cent->pe.painTime;
+ if ( t >= PAIN_TWITCH_TIME ) {
+ return;
+ }
+
+ f = 1.0 - (float)t / PAIN_TWITCH_TIME;
+
+ if ( cent->pe.painDirection ) {
+ torsoAngles[ROLL] += 20 * f;
+ } else {
+ torsoAngles[ROLL] -= 20 * f;
+ }
+}
+
+
+/*
+===============
+CG_PlayerAngles
+
+Handles seperate torso motion
+
+ legs pivot based on direction of movement
+
+ head always looks exactly at cent->lerpAngles
+
+ if motion < 20 degrees, show in head only
+ if < 45 degrees, also show in torso
+===============
+*/
+static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
+ vec3_t legsAngles, torsoAngles, headAngles;
+ float dest;
+ static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 };
+ vec3_t velocity;
+ float speed;
+ int dir, clientNum;
+ clientInfo_t *ci;
+
+ VectorCopy( cent->lerpAngles, headAngles );
+ headAngles[YAW] = AngleMod( headAngles[YAW] );
+ VectorClear( legsAngles );
+ VectorClear( torsoAngles );
+
+ // --------- yaw -------------
+
+ // allow yaw to drift a bit
+ if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
+ || ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) {
+ // if not standing still, always point all in the same direction
+ cent->pe.torso.yawing = qtrue; // always center
+ cent->pe.torso.pitching = qtrue; // always center
+ cent->pe.legs.yawing = qtrue; // always center
+ }
+
+ // adjust legs for movement dir
+ if ( cent->currentState.eFlags & EF_DEAD ) {
+ // don't let dead bodies twitch
+ dir = 0;
+ } else {
+ dir = cent->currentState.angles2[YAW];
+ if ( dir < 0 || dir > 7 ) {
+ CG_Error( "Bad player movement angle" );
+ }
+ }
+ legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ];
+ torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ];
+
+ // torso
+ CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe.torso.yawing );
+ CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing );
+
+ torsoAngles[YAW] = cent->pe.torso.yawAngle;
+ legsAngles[YAW] = cent->pe.legs.yawAngle;
+
+
+ // --------- pitch -------------
+
+ // only show a fraction of the pitch angle in the torso
+ if ( headAngles[PITCH] > 180 ) {
+ dest = (-360 + headAngles[PITCH]) * 0.75f;
+ } else {
+ dest = headAngles[PITCH] * 0.75f;
+ }
+ CG_SwingAngles( dest, 15, 30, 0.1f, &cent->pe.torso.pitchAngle, &cent->pe.torso.pitching );
+ torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
+
+ //
+ clientNum = cent->currentState.clientNum;
+ if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
+ ci = &cgs.clientinfo[ clientNum ];
+ if ( ci->fixedtorso ) {
+ torsoAngles[PITCH] = 0.0f;
+ }
+ }
+
+ // --------- roll -------------
+
+
+ // lean towards the direction of travel
+ VectorCopy( cent->currentState.pos.trDelta, velocity );
+ speed = VectorNormalize( velocity );
+ if ( speed ) {
+ vec3_t axis[3];
+ float side;
+
+ speed *= 0.05f;
+
+ AnglesToAxis( legsAngles, axis );
+ side = speed * DotProduct( velocity, axis[1] );
+ legsAngles[ROLL] -= side;
+
+ side = speed * DotProduct( velocity, axis[0] );
+ legsAngles[PITCH] += side;
+ }
+
+ //
+ clientNum = cent->currentState.clientNum;
+ if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
+ ci = &cgs.clientinfo[ clientNum ];
+ if ( ci->fixedlegs ) {
+ legsAngles[YAW] = torsoAngles[YAW];
+ legsAngles[PITCH] = 0.0f;
+ legsAngles[ROLL] = 0.0f;
+ }
+ }
+
+ // pain twitch
+ CG_AddPainTwitch( cent, torsoAngles );
+
+ // pull the angles back out of the hierarchial chain
+ AnglesSubtract( headAngles, torsoAngles, headAngles );
+ AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
+ AnglesToAxis( legsAngles, legs );
+ AnglesToAxis( torsoAngles, torso );
+ AnglesToAxis( headAngles, head );
+}
+
+
+//==========================================================================
+
+/*
+===============
+CG_HasteTrail
+===============
+*/
+static void CG_HasteTrail( centity_t *cent ) {
+ localEntity_t *smoke;
+ vec3_t origin;
+ int anim;
+
+ if ( cent->trailTime > cg.time ) {
+ return;
+ }
+ anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
+ if ( anim != LEGS_RUN && anim != LEGS_BACK ) {
+ return;
+ }
+
+ cent->trailTime += 100;
+ if ( cent->trailTime < cg.time ) {
+ cent->trailTime = cg.time;
+ }
+
+ VectorCopy( cent->lerpOrigin, origin );
+ origin[2] -= 16;
+
+ smoke = CG_SmokePuff( origin, vec3_origin,
+ 8,
+ 1, 1, 1, 1,
+ 500,
+ cg.time,
+ 0,
+ 0,
+ cgs.media.hastePuffShader );
+
+ // use the optimized local entity add
+ smoke->leType = LE_SCALE_FADE;
+}
+
+#ifdef MISSIONPACK
+/*
+===============
+CG_BreathPuffs
+===============
+*/
+static void CG_BreathPuffs( centity_t *cent, refEntity_t *head) {
+ clientInfo_t *ci;
+ vec3_t up, origin;
+ int contents;
+
+ ci = &cgs.clientinfo[ cent->currentState.number ];
+
+ if (!cg_enableBreath.integer) {
+ return;
+ }
+ if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson) {
+ return;
+ }
+ if ( cent->currentState.eFlags & EF_DEAD ) {
+ return;
+ }
+ contents = trap_CM_PointContents( head->origin, 0 );
+ if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
+ return;
+ }
+ if ( ci->breathPuffTime > cg.time ) {
+ return;
+ }
+
+ VectorSet( up, 0, 0, 8 );
+ VectorMA(head->origin, 8, head->axis[0], origin);
+ VectorMA(origin, -4, head->axis[2], origin);
+ CG_SmokePuff( origin, up, 16, 1, 1, 1, 0.66f, 1500, cg.time, cg.time + 400, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader );
+ ci->breathPuffTime = cg.time + 2000;
+}
+
+/*
+===============
+CG_DustTrail
+===============
+*/
+static void CG_DustTrail( centity_t *cent ) {
+ int anim;
+ localEntity_t *dust;
+ vec3_t end, vel;
+ trace_t tr;
+
+ if (!cg_enableDust.integer)
+ return;
+
+ if ( cent->dustTrailTime > cg.time ) {
+ return;
+ }
+
+ anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
+ if ( anim != LEGS_LANDB && anim != LEGS_LAND ) {
+ return;
+ }
+
+ cent->dustTrailTime += 40;
+ if ( cent->dustTrailTime < cg.time ) {
+ cent->dustTrailTime = cg.time;
+ }
+
+ VectorCopy(cent->currentState.pos.trBase, end);
+ end[2] -= 64;
+ CG_Trace( &tr, cent->currentState.pos.trBase, NULL, NULL, end, cent->currentState.number, MASK_PLAYERSOLID );
+
+ if ( !(tr.surfaceFlags & SURF_DUST) )
+ return;
+
+ VectorCopy( cent->currentState.pos.trBase, end );
+ end[2] -= 16;
+
+ VectorSet(vel, 0, 0, -30);
+ dust = CG_SmokePuff( end, vel,
+ 24,
+ .8f, .8f, 0.7f, 0.33f,
+ 500,
+ cg.time,
+ 0,
+ 0,
+ cgs.media.dustPuffShader );
+}
+
+#endif
+
+/*
+===============
+CG_TrailItem
+===============
+*/
+static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
+ refEntity_t ent;
+ vec3_t angles;
+ vec3_t axis[3];
+
+ VectorCopy( cent->lerpAngles, angles );
+ angles[PITCH] = 0;
+ angles[ROLL] = 0;
+ AnglesToAxis( angles, axis );
+
+ memset( &ent, 0, sizeof( ent ) );
+ VectorMA( cent->lerpOrigin, -16, axis[0], ent.origin );
+ ent.origin[2] += 16;
+ angles[YAW] += 90;
+ AnglesToAxis( angles, ent.axis );
+
+ ent.hModel = hModel;
+ trap_R_AddRefEntityToScene( &ent );
+}
+
+
+/*
+===============
+CG_PlayerFlag
+===============
+*/
+static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso ) {
+ clientInfo_t *ci;
+ refEntity_t pole;
+ refEntity_t flag;
+ vec3_t angles, dir;
+ int legsAnim, flagAnim, updateangles;
+ float angle, d;
+
+ // show the flag pole model
+ memset( &pole, 0, sizeof(pole) );
+ pole.hModel = cgs.media.flagPoleModel;
+ VectorCopy( torso->lightingOrigin, pole.lightingOrigin );
+ pole.shadowPlane = torso->shadowPlane;
+ pole.renderfx = torso->renderfx;
+ CG_PositionEntityOnTag( &pole, torso, torso->hModel, "tag_flag" );
+ trap_R_AddRefEntityToScene( &pole );
+
+ // show the flag model
+ memset( &flag, 0, sizeof(flag) );
+ flag.hModel = cgs.media.flagFlapModel;
+ flag.customSkin = hSkin;
+ VectorCopy( torso->lightingOrigin, flag.lightingOrigin );
+ flag.shadowPlane = torso->shadowPlane;
+ flag.renderfx = torso->renderfx;
+
+ VectorClear(angles);
+
+ updateangles = qfalse;
+ legsAnim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
+ if( legsAnim == LEGS_IDLE || legsAnim == LEGS_IDLECR ) {
+ flagAnim = FLAG_STAND;
+ } else if ( legsAnim == LEGS_WALK || legsAnim == LEGS_WALKCR ) {
+ flagAnim = FLAG_STAND;
+ updateangles = qtrue;
+ } else {
+ flagAnim = FLAG_RUN;
+ updateangles = qtrue;
+ }
+
+ if ( updateangles ) {
+
+ VectorCopy( cent->currentState.pos.trDelta, dir );
+ // add gravity
+ dir[2] += 100;
+ VectorNormalize( dir );
+ d = DotProduct(pole.axis[2], dir);
+ // if there is anough movement orthogonal to the flag pole
+ if (fabs(d) < 0.9) {
+ //
+ d = DotProduct(pole.axis[0], dir);
+ if (d > 1.0f) {
+ d = 1.0f;
+ }
+ else if (d < -1.0f) {
+ d = -1.0f;
+ }
+ angle = acos(d);
+
+ d = DotProduct(pole.axis[1], dir);
+ if (d < 0) {
+ angles[YAW] = 360 - angle * 180 / M_PI;
+ }
+ else {
+ angles[YAW] = angle * 180 / M_PI;
+ }
+ if (angles[YAW] < 0)
+ angles[YAW] += 360;
+ if (angles[YAW] > 360)
+ angles[YAW] -= 360;
+
+ //vectoangles( cent->currentState.pos.trDelta, tmpangles );
+ //angles[YAW] = tmpangles[YAW] + 45 - cent->pe.torso.yawAngle;
+ // change the yaw angle
+ CG_SwingAngles( angles[YAW], 25, 90, 0.15f, &cent->pe.flag.yawAngle, &cent->pe.flag.yawing );
+ }
+
+ /*
+ d = DotProduct(pole.axis[2], dir);
+ angle = Q_acos(d);
+
+ d = DotProduct(pole.axis[1], dir);
+ if (d < 0) {
+ angle = 360 - angle * 180 / M_PI;
+ }
+ else {
+ angle = angle * 180 / M_PI;
+ }
+ if (angle > 340 && angle < 20) {
+ flagAnim = FLAG_RUNUP;
+ }
+ if (angle > 160 && angle < 200) {
+ flagAnim = FLAG_RUNDOWN;
+ }
+ */
+ }
+
+ // set the yaw angle
+ angles[YAW] = cent->pe.flag.yawAngle;
+ // lerp the flag animation frames
+ ci = &cgs.clientinfo[ cent->currentState.clientNum ];
+ CG_RunLerpFrame( ci, &cent->pe.flag, flagAnim, 1 );
+ flag.oldframe = cent->pe.flag.oldFrame;
+ flag.frame = cent->pe.flag.frame;
+ flag.backlerp = cent->pe.flag.backlerp;
+
+ AnglesToAxis( angles, flag.axis );
+ CG_PositionRotatedEntityOnTag( &flag, &pole, pole.hModel, "tag_flag" );
+
+ trap_R_AddRefEntityToScene( &flag );
+}
+
+
+#ifdef MISSIONPACK
+/*
+===============
+CG_PlayerTokens
+===============
+*/
+static void CG_PlayerTokens( centity_t *cent, int renderfx ) {
+ int tokens, i, j;
+ float angle;
+ refEntity_t ent;
+ vec3_t dir, origin;
+ skulltrail_t *trail;
+ trail = &cg.skulltrails[cent->currentState.number];
+ tokens = cent->currentState.generic1;
+ if ( !tokens ) {
+ trail->numpositions = 0;
+ return;
+ }
+
+ if ( tokens > MAX_SKULLTRAIL ) {
+ tokens = MAX_SKULLTRAIL;
+ }
+
+ // add skulls if there are more than last time
+ for (i = 0; i < tokens - trail->numpositions; i++) {
+ for (j = trail->numpositions; j > 0; j--) {
+ VectorCopy(trail->positions[j-1], trail->positions[j]);
+ }
+ VectorCopy(cent->lerpOrigin, trail->positions[0]);
+ }
+ trail->numpositions = tokens;
+
+ // move all the skulls along the trail
+ VectorCopy(cent->lerpOrigin, origin);
+ for (i = 0; i < trail->numpositions; i++) {
+ VectorSubtract(trail->positions[i], origin, dir);
+ if (VectorNormalize(dir) > 30) {
+ VectorMA(origin, 30, dir, trail->positions[i]);
+ }
+ VectorCopy(trail->positions[i], origin);
+ }
+
+ memset( &ent, 0, sizeof( ent ) );
+ if( cgs.clientinfo[ cent->currentState.clientNum ].team == TEAM_BLUE ) {
+ ent.hModel = cgs.media.redCubeModel;
+ } else {
+ ent.hModel = cgs.media.blueCubeModel;
+ }
+ ent.renderfx = renderfx;
+
+ VectorCopy(cent->lerpOrigin, origin);
+ for (i = 0; i < trail->numpositions; i++) {
+ VectorSubtract(origin, trail->positions[i], ent.axis[0]);
+ ent.axis[0][2] = 0;
+ VectorNormalize(ent.axis[0]);
+ VectorSet(ent.axis[2], 0, 0, 1);
+ CrossProduct(ent.axis[0], ent.axis[2], ent.axis[1]);
+
+ VectorCopy(trail->positions[i], ent.origin);
+ angle = (((cg.time + 500 * MAX_SKULLTRAIL - 500 * i) / 16) & 255) * (M_PI * 2) / 255;
+ ent.origin[2] += sin(angle) * 10;
+ trap_R_AddRefEntityToScene( &ent );
+ VectorCopy(trail->positions[i], origin);
+ }
+}
+#endif
+
+
+/*
+===============
+CG_PlayerPowerups
+===============
+*/
+static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) {
+ int powerups;
+ clientInfo_t *ci;
+
+ powerups = cent->currentState.powerups;
+ if ( !powerups ) {
+ return;
+ }
+
+ // quad gives a dlight
+ if ( powerups & ( 1 << PW_QUAD ) ) {
+ trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1 );
+ }
+
+ // flight plays a looped sound
+ if ( powerups & ( 1 << PW_FLIGHT ) ) {
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound );
+ }
+
+ ci = &cgs.clientinfo[ cent->currentState.clientNum ];
+ // redflag
+ if ( powerups & ( 1 << PW_REDFLAG ) ) {
+ if (ci->newAnims) {
+ CG_PlayerFlag( cent, cgs.media.redFlagFlapSkin, torso );
+ }
+ else {
+ CG_TrailItem( cent, cgs.media.redFlagModel );
+ }
+ trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 0.2f, 0.2f );
+ }
+
+ // blueflag
+ if ( powerups & ( 1 << PW_BLUEFLAG ) ) {
+ if (ci->newAnims){
+ CG_PlayerFlag( cent, cgs.media.blueFlagFlapSkin, torso );
+ }
+ else {
+ CG_TrailItem( cent, cgs.media.blueFlagModel );
+ }
+ trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1.0 );
+ }
+
+ // neutralflag
+ if ( powerups & ( 1 << PW_NEUTRALFLAG ) ) {
+ if (ci->newAnims) {
+ CG_PlayerFlag( cent, cgs.media.neutralFlagFlapSkin, torso );
+ }
+ else {
+ CG_TrailItem( cent, cgs.media.neutralFlagModel );
+ }
+ trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 1.0, 1.0 );
+ }
+
+ // haste leaves smoke trails
+ if ( powerups & ( 1 << PW_HASTE ) ) {
+ CG_HasteTrail( cent );
+ }
+}
+
+
+/*
+===============
+CG_PlayerFloatSprite
+
+Float a sprite over the player's head
+===============
+*/
+static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) {
+ int rf;
+ refEntity_t ent;
+
+ if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) {
+ rf = RF_THIRD_PERSON; // only show in mirrors
+ } else {
+ rf = 0;
+ }
+
+ memset( &ent, 0, sizeof( ent ) );
+ VectorCopy( cent->lerpOrigin, ent.origin );
+ ent.origin[2] += 48;
+ ent.reType = RT_SPRITE;
+ ent.customShader = shader;
+ ent.radius = 10;
+ ent.renderfx = rf;
+ ent.shaderRGBA[0] = 255;
+ ent.shaderRGBA[1] = 255;
+ ent.shaderRGBA[2] = 255;
+ ent.shaderRGBA[3] = 255;
+ trap_R_AddRefEntityToScene( &ent );
+}
+
+
+
+/*
+===============
+CG_PlayerSprites
+
+Float sprites over the player's head
+===============
+*/
+static void CG_PlayerSprites( centity_t *cent ) {
+ int team;
+
+ if ( cent->currentState.eFlags & EF_CONNECTION ) {
+ CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
+ return;
+ }
+
+ if ( cent->currentState.eFlags & EF_TALK ) {
+ CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
+ return;
+ }
+
+ if ( cent->currentState.eFlags & EF_AWARD_IMPRESSIVE ) {
+ CG_PlayerFloatSprite( cent, cgs.media.medalImpressive );
+ return;
+ }
+
+ if ( cent->currentState.eFlags & EF_AWARD_EXCELLENT ) {
+ CG_PlayerFloatSprite( cent, cgs.media.medalExcellent );
+ return;
+ }
+
+ if ( cent->currentState.eFlags & EF_AWARD_GAUNTLET ) {
+ CG_PlayerFloatSprite( cent, cgs.media.medalGauntlet );
+ return;
+ }
+
+ if ( cent->currentState.eFlags & EF_AWARD_DEFEND ) {
+ CG_PlayerFloatSprite( cent, cgs.media.medalDefend );
+ return;
+ }
+
+ if ( cent->currentState.eFlags & EF_AWARD_ASSIST ) {
+ CG_PlayerFloatSprite( cent, cgs.media.medalAssist );
+ return;
+ }
+
+ if ( cent->currentState.eFlags & EF_AWARD_CAP ) {
+ CG_PlayerFloatSprite( cent, cgs.media.medalCapture );
+ return;
+ }
+
+ team = cgs.clientinfo[ cent->currentState.clientNum ].team;
+ if ( !(cent->currentState.eFlags & EF_DEAD) &&
+ cg.snap->ps.persistant[PERS_TEAM] == team &&
+ cgs.gametype >= GT_TEAM) {
+ if (cg_drawFriend.integer) {
+ CG_PlayerFloatSprite( cent, cgs.media.friendShader );
+ }
+ return;
+ }
+}
+
+/*
+===============
+CG_PlayerShadow
+
+Returns the Z component of the surface being shadowed
+
+ should it return a full plane instead of a Z?
+===============
+*/
+#define SHADOW_DISTANCE 128
+static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
+ vec3_t end, mins = {-15, -15, 0}, maxs = {15, 15, 2};
+ trace_t trace;
+ float alpha;
+
+ *shadowPlane = 0;
+
+ if ( cg_shadows.integer == 0 ) {
+ return qfalse;
+ }
+
+ // no shadows when invisible
+ if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) {
+ return qfalse;
+ }
+
+ // send a trace down from the player to the ground
+ VectorCopy( cent->lerpOrigin, end );
+ end[2] -= SHADOW_DISTANCE;
+
+ trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
+
+ // no shadow if too high
+ if ( trace.fraction == 1.0 || trace.startsolid || trace.allsolid ) {
+ return qfalse;
+ }
+
+ *shadowPlane = trace.endpos[2] + 1;
+
+ if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
+ return qtrue;
+ }
+
+ // fade the shadow out with height
+ alpha = 1.0 - trace.fraction;
+
+ // hack / FPE - bogus planes?
+ //assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f )
+
+ // add the mark as a temporary, so it goes directly to the renderer
+ // without taking a spot in the cg_marks array
+ CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
+ cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
+
+ return qtrue;
+}
+
+
+/*
+===============
+CG_PlayerSplash
+
+Draw a mark at the water surface
+===============
+*/
+static void CG_PlayerSplash( centity_t *cent ) {
+ vec3_t start, end;
+ trace_t trace;
+ int contents;
+ polyVert_t verts[4];
+
+ if ( !cg_shadows.integer ) {
+ return;
+ }
+
+ VectorCopy( cent->lerpOrigin, end );
+ end[2] -= 24;
+
+ // if the feet aren't in liquid, don't make a mark
+ // this won't handle moving water brushes, but they wouldn't draw right anyway...
+ contents = trap_CM_PointContents( end, 0 );
+ if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
+ return;
+ }
+
+ VectorCopy( cent->lerpOrigin, start );
+ start[2] += 32;
+
+ // if the head isn't out of liquid, don't make a mark
+ contents = trap_CM_PointContents( start, 0 );
+ if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
+ return;
+ }
+
+ // trace down to find the surface
+ trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
+
+ if ( trace.fraction == 1.0 ) {
+ return;
+ }
+
+ // create a mark polygon
+ VectorCopy( trace.endpos, verts[0].xyz );
+ verts[0].xyz[0] -= 32;
+ verts[0].xyz[1] -= 32;
+ verts[0].st[0] = 0;
+ verts[0].st[1] = 0;
+ verts[0].modulate[0] = 255;
+ verts[0].modulate[1] = 255;
+ verts[0].modulate[2] = 255;
+ verts[0].modulate[3] = 255;
+
+ VectorCopy( trace.endpos, verts[1].xyz );
+ verts[1].xyz[0] -= 32;
+ verts[1].xyz[1] += 32;
+ verts[1].st[0] = 0;
+ verts[1].st[1] = 1;
+ verts[1].modulate[0] = 255;
+ verts[1].modulate[1] = 255;
+ verts[1].modulate[2] = 255;
+ verts[1].modulate[3] = 255;
+
+ VectorCopy( trace.endpos, verts[2].xyz );
+ verts[2].xyz[0] += 32;
+ verts[2].xyz[1] += 32;
+ verts[2].st[0] = 1;
+ verts[2].st[1] = 1;
+ verts[2].modulate[0] = 255;
+ verts[2].modulate[1] = 255;
+ verts[2].modulate[2] = 255;
+ verts[2].modulate[3] = 255;
+
+ VectorCopy( trace.endpos, verts[3].xyz );
+ verts[3].xyz[0] += 32;
+ verts[3].xyz[1] -= 32;
+ verts[3].st[0] = 1;
+ verts[3].st[1] = 0;
+ verts[3].modulate[0] = 255;
+ verts[3].modulate[1] = 255;
+ verts[3].modulate[2] = 255;
+ verts[3].modulate[3] = 255;
+
+ trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
+}
+
+
+
+/*
+===============
+CG_AddRefEntityWithPowerups
+
+Adds a piece with modifications or duplications for powerups
+Also called by CG_Missile for quad rockets, but nobody can tell...
+===============
+*/
+void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team ) {
+
+ if ( state->powerups & ( 1 << PW_INVIS ) ) {
+ ent->customShader = cgs.media.invisShader;
+ trap_R_AddRefEntityToScene( ent );
+ } else {
+ /*
+ if ( state->eFlags & EF_KAMIKAZE ) {
+ if (team == TEAM_BLUE)
+ ent->customShader = cgs.media.blueKamikazeShader;
+ else
+ ent->customShader = cgs.media.redKamikazeShader;
+ trap_R_AddRefEntityToScene( ent );
+ }
+ else {*/
+ trap_R_AddRefEntityToScene( ent );
+ //}
+
+ if ( state->powerups & ( 1 << PW_QUAD ) )
+ {
+ if (team == TEAM_RED)
+ ent->customShader = cgs.media.redQuadShader;
+ else
+ ent->customShader = cgs.media.quadShader;
+ trap_R_AddRefEntityToScene( ent );
+ }
+ if ( state->powerups & ( 1 << PW_REGEN ) ) {
+ if ( ( ( cg.time / 100 ) % 10 ) == 1 ) {
+ ent->customShader = cgs.media.regenShader;
+ trap_R_AddRefEntityToScene( ent );
+ }
+ }
+ if ( state->powerups & ( 1 << PW_BATTLESUIT ) ) {
+ ent->customShader = cgs.media.battleSuitShader;
+ trap_R_AddRefEntityToScene( ent );
+ }
+ }
+}
+
+/*
+=================
+CG_LightVerts
+=================
+*/
+int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts )
+{
+ int i, j;
+ float incoming;
+ vec3_t ambientLight;
+ vec3_t lightDir;
+ vec3_t directedLight;
+
+ trap_R_LightForPoint( verts[0].xyz, ambientLight, directedLight, lightDir );
+
+ for (i = 0; i < numVerts; i++) {
+ incoming = DotProduct (normal, lightDir);
+ if ( incoming <= 0 ) {
+ verts[i].modulate[0] = ambientLight[0];
+ verts[i].modulate[1] = ambientLight[1];
+ verts[i].modulate[2] = ambientLight[2];
+ verts[i].modulate[3] = 255;
+ continue;
+ }
+ j = ( ambientLight[0] + incoming * directedLight[0] );
+ if ( j > 255 ) {
+ j = 255;
+ }
+ verts[i].modulate[0] = j;
+
+ j = ( ambientLight[1] + incoming * directedLight[1] );
+ if ( j > 255 ) {
+ j = 255;
+ }
+ verts[i].modulate[1] = j;
+
+ j = ( ambientLight[2] + incoming * directedLight[2] );
+ if ( j > 255 ) {
+ j = 255;
+ }
+ verts[i].modulate[2] = j;
+
+ verts[i].modulate[3] = 255;
+ }
+ return qtrue;
+}
+
+/*
+===============
+CG_Player
+===============
+*/
+void CG_Player( centity_t *cent ) {
+ clientInfo_t *ci;
+ refEntity_t legs;
+ refEntity_t torso;
+ refEntity_t head;
+ int clientNum;
+ int renderfx;
+ qboolean shadow;
+ float shadowPlane;
+#ifdef MISSIONPACK
+ refEntity_t skull;
+ refEntity_t powerup;
+ int t;
+ float c;
+ float angle;
+ vec3_t dir, angles;
+#endif
+
+ // the client number is stored in clientNum. It can't be derived
+ // from the entity number, because a single client may have
+ // multiple corpses on the level using the same clientinfo
+ clientNum = cent->currentState.clientNum;
+ if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
+ CG_Error( "Bad clientNum on player entity");
+ }
+ ci = &cgs.clientinfo[ clientNum ];
+
+ // it is possible to see corpses from disconnected players that may
+ // not have valid clientinfo
+ if ( !ci->infoValid ) {
+ return;
+ }
+
+ // get the player model information
+ renderfx = 0;
+ if ( cent->currentState.number == cg.snap->ps.clientNum) {
+ if (!cg.renderingThirdPerson) {
+ renderfx = RF_THIRD_PERSON; // only draw in mirrors
+ } else {
+ if (cg_cameraMode.integer) {
+ return;
+ }
+ }
+ }
+
+
+ memset( &legs, 0, sizeof(legs) );
+ memset( &torso, 0, sizeof(torso) );
+ memset( &head, 0, sizeof(head) );
+
+ // get the rotation information
+ CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis );
+
+ // get the animation state (after rotation, to allow feet shuffle)
+ CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
+ &torso.oldframe, &torso.frame, &torso.backlerp );
+
+ // add the talk baloon or disconnect icon
+ CG_PlayerSprites( cent );
+
+ // add the shadow
+ shadow = CG_PlayerShadow( cent, &shadowPlane );
+
+ // add a water splash if partially in and out of water
+ CG_PlayerSplash( cent );
+
+ if ( cg_shadows.integer == 3 && shadow ) {
+ renderfx |= RF_SHADOW_PLANE;
+ }
+ renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
+#ifdef MISSIONPACK
+ if( cgs.gametype == GT_HARVESTER ) {
+ CG_PlayerTokens( cent, renderfx );
+ }
+#endif
+ //
+ // add the legs
+ //
+ legs.hModel = ci->legsModel;
+ legs.customSkin = ci->legsSkin;
+
+ VectorCopy( cent->lerpOrigin, legs.origin );
+
+ VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
+ legs.shadowPlane = shadowPlane;
+ legs.renderfx = renderfx;
+ VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all
+
+ CG_AddRefEntityWithPowerups( &legs, &cent->currentState, ci->team );
+
+ // if the model failed, allow the default nullmodel to be displayed
+ if (!legs.hModel) {
+ return;
+ }
+
+ //
+ // add the torso
+ //
+ torso.hModel = ci->torsoModel;
+ if (!torso.hModel) {
+ return;
+ }
+
+ torso.customSkin = ci->torsoSkin;
+
+ VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso");
+
+ torso.shadowPlane = shadowPlane;
+ torso.renderfx = renderfx;
+
+ CG_AddRefEntityWithPowerups( &torso, &cent->currentState, ci->team );
+
+#ifdef MISSIONPACK
+ if ( cent->currentState.eFlags & EF_KAMIKAZE ) {
+
+ memset( &skull, 0, sizeof(skull) );
+
+ VectorCopy( cent->lerpOrigin, skull.lightingOrigin );
+ skull.shadowPlane = shadowPlane;
+ skull.renderfx = renderfx;
+
+ if ( cent->currentState.eFlags & EF_DEAD ) {
+ // one skull bobbing above the dead body
+ angle = ((cg.time / 7) & 255) * (M_PI * 2) / 255;
+ if (angle > M_PI * 2)
+ angle -= (float)M_PI * 2;
+ dir[0] = sin(angle) * 20;
+ dir[1] = cos(angle) * 20;
+ angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
+ dir[2] = 15 + sin(angle) * 8;
+ VectorAdd(torso.origin, dir, skull.origin);
+
+ dir[2] = 0;
+ VectorCopy(dir, skull.axis[1]);
+ VectorNormalize(skull.axis[1]);
+ VectorSet(skull.axis[2], 0, 0, 1);
+ CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
+
+ skull.hModel = cgs.media.kamikazeHeadModel;
+ trap_R_AddRefEntityToScene( &skull );
+ skull.hModel = cgs.media.kamikazeHeadTrail;
+ trap_R_AddRefEntityToScene( &skull );
+ }
+ else {
+ // three skulls spinning around the player
+ angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
+ dir[0] = cos(angle) * 20;
+ dir[1] = sin(angle) * 20;
+ dir[2] = cos(angle) * 20;
+ VectorAdd(torso.origin, dir, skull.origin);
+
+ angles[0] = sin(angle) * 30;
+ angles[1] = (angle * 180 / M_PI) + 90;
+ if (angles[1] > 360)
+ angles[1] -= 360;
+ angles[2] = 0;
+ AnglesToAxis( angles, skull.axis );
+
+ /*
+ dir[2] = 0;
+ VectorInverse(dir);
+ VectorCopy(dir, skull.axis[1]);
+ VectorNormalize(skull.axis[1]);
+ VectorSet(skull.axis[2], 0, 0, 1);
+ CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
+ */
+
+ skull.hModel = cgs.media.kamikazeHeadModel;
+ trap_R_AddRefEntityToScene( &skull );
+ // flip the trail because this skull is spinning in the other direction
+ VectorInverse(skull.axis[1]);
+ skull.hModel = cgs.media.kamikazeHeadTrail;
+ trap_R_AddRefEntityToScene( &skull );
+
+ angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255 + M_PI;
+ if (angle > M_PI * 2)
+ angle -= (float)M_PI * 2;
+ dir[0] = sin(angle) * 20;
+ dir[1] = cos(angle) * 20;
+ dir[2] = cos(angle) * 20;
+ VectorAdd(torso.origin, dir, skull.origin);
+
+ angles[0] = cos(angle - 0.5 * M_PI) * 30;
+ angles[1] = 360 - (angle * 180 / M_PI);
+ if (angles[1] > 360)
+ angles[1] -= 360;
+ angles[2] = 0;
+ AnglesToAxis( angles, skull.axis );
+
+ /*
+ dir[2] = 0;
+ VectorCopy(dir, skull.axis[1]);
+ VectorNormalize(skull.axis[1]);
+ VectorSet(skull.axis[2], 0, 0, 1);
+ CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
+ */
+
+ skull.hModel = cgs.media.kamikazeHeadModel;
+ trap_R_AddRefEntityToScene( &skull );
+ skull.hModel = cgs.media.kamikazeHeadTrail;
+ trap_R_AddRefEntityToScene( &skull );
+
+ angle = ((cg.time / 3) & 255) * (M_PI * 2) / 255 + 0.5 * M_PI;
+ if (angle > M_PI * 2)
+ angle -= (float)M_PI * 2;
+ dir[0] = sin(angle) * 20;
+ dir[1] = cos(angle) * 20;
+ dir[2] = 0;
+ VectorAdd(torso.origin, dir, skull.origin);
+
+ VectorCopy(dir, skull.axis[1]);
+ VectorNormalize(skull.axis[1]);
+ VectorSet(skull.axis[2], 0, 0, 1);
+ CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
+
+ skull.hModel = cgs.media.kamikazeHeadModel;
+ trap_R_AddRefEntityToScene( &skull );
+ skull.hModel = cgs.media.kamikazeHeadTrail;
+ trap_R_AddRefEntityToScene( &skull );
+ }
+ }
+
+ if ( cent->currentState.powerups & ( 1 << PW_GUARD ) ) {
+ memcpy(&powerup, &torso, sizeof(torso));
+ powerup.hModel = cgs.media.guardPowerupModel;
+ powerup.frame = 0;
+ powerup.oldframe = 0;
+ powerup.customSkin = 0;
+ trap_R_AddRefEntityToScene( &powerup );
+ }
+ if ( cent->currentState.powerups & ( 1 << PW_SCOUT ) ) {
+ memcpy(&powerup, &torso, sizeof(torso));
+ powerup.hModel = cgs.media.scoutPowerupModel;
+ powerup.frame = 0;
+ powerup.oldframe = 0;
+ powerup.customSkin = 0;
+ trap_R_AddRefEntityToScene( &powerup );
+ }
+ if ( cent->currentState.powerups & ( 1 << PW_DOUBLER ) ) {
+ memcpy(&powerup, &torso, sizeof(torso));
+ powerup.hModel = cgs.media.doublerPowerupModel;
+ powerup.frame = 0;
+ powerup.oldframe = 0;
+ powerup.customSkin = 0;
+ trap_R_AddRefEntityToScene( &powerup );
+ }
+ if ( cent->currentState.powerups & ( 1 << PW_AMMOREGEN ) ) {
+ memcpy(&powerup, &torso, sizeof(torso));
+ powerup.hModel = cgs.media.ammoRegenPowerupModel;
+ powerup.frame = 0;
+ powerup.oldframe = 0;
+ powerup.customSkin = 0;
+ trap_R_AddRefEntityToScene( &powerup );
+ }
+ if ( cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) {
+ if ( !ci->invulnerabilityStartTime ) {
+ ci->invulnerabilityStartTime = cg.time;
+ }
+ ci->invulnerabilityStopTime = cg.time;
+ }
+ else {
+ ci->invulnerabilityStartTime = 0;
+ }
+ if ( (cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) ||
+ cg.time - ci->invulnerabilityStopTime < 250 ) {
+
+ memcpy(&powerup, &torso, sizeof(torso));
+ powerup.hModel = cgs.media.invulnerabilityPowerupModel;
+ powerup.customSkin = 0;
+ // always draw
+ powerup.renderfx &= ~RF_THIRD_PERSON;
+ VectorCopy(cent->lerpOrigin, powerup.origin);
+
+ if ( cg.time - ci->invulnerabilityStartTime < 250 ) {
+ c = (float) (cg.time - ci->invulnerabilityStartTime) / 250;
+ }
+ else if (cg.time - ci->invulnerabilityStopTime < 250 ) {
+ c = (float) (250 - (cg.time - ci->invulnerabilityStopTime)) / 250;
+ }
+ else {
+ c = 1;
+ }
+ VectorSet( powerup.axis[0], c, 0, 0 );
+ VectorSet( powerup.axis[1], 0, c, 0 );
+ VectorSet( powerup.axis[2], 0, 0, c );
+ trap_R_AddRefEntityToScene( &powerup );
+ }
+
+ t = cg.time - ci->medkitUsageTime;
+ if ( ci->medkitUsageTime && t < 500 ) {
+ memcpy(&powerup, &torso, sizeof(torso));
+ powerup.hModel = cgs.media.medkitUsageModel;
+ powerup.customSkin = 0;
+ // always draw
+ powerup.renderfx &= ~RF_THIRD_PERSON;
+ VectorClear(angles);
+ AnglesToAxis(angles, powerup.axis);
+ VectorCopy(cent->lerpOrigin, powerup.origin);
+ powerup.origin[2] += -24 + (float) t * 80 / 500;
+ if ( t > 400 ) {
+ c = (float) (t - 1000) * 0xff / 100;
+ powerup.shaderRGBA[0] = 0xff - c;
+ powerup.shaderRGBA[1] = 0xff - c;
+ powerup.shaderRGBA[2] = 0xff - c;
+ powerup.shaderRGBA[3] = 0xff - c;
+ }
+ else {
+ powerup.shaderRGBA[0] = 0xff;
+ powerup.shaderRGBA[1] = 0xff;
+ powerup.shaderRGBA[2] = 0xff;
+ powerup.shaderRGBA[3] = 0xff;
+ }
+ trap_R_AddRefEntityToScene( &powerup );
+ }
+#endif // MISSIONPACK
+
+ //
+ // add the head
+ //
+ head.hModel = ci->headModel;
+ if (!head.hModel) {
+ return;
+ }
+ head.customSkin = ci->headSkin;
+
+ VectorCopy( cent->lerpOrigin, head.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
+
+ head.shadowPlane = shadowPlane;
+ head.renderfx = renderfx;
+
+ CG_AddRefEntityWithPowerups( &head, &cent->currentState, ci->team );
+
+#ifdef MISSIONPACK
+ CG_BreathPuffs(cent, &head);
+
+ CG_DustTrail(cent);
+#endif
+
+ //
+ // add the gun / barrel / flash
+ //
+ CG_AddPlayerWeapon( &torso, NULL, cent, ci->team );
+
+ // add powerups floating behind the player
+ CG_PlayerPowerups( cent, &torso );
+}
+
+
+//=====================================================================
+
+/*
+===============
+CG_ResetPlayerEntity
+
+A player just came into view or teleported, so reset all animation info
+===============
+*/
+void CG_ResetPlayerEntity( centity_t *cent ) {
+ cent->errorTime = -99999; // guarantee no error decay added
+ cent->extrapolated = qfalse;
+
+ CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], &cent->pe.legs, cent->currentState.legsAnim );
+ CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], &cent->pe.torso, cent->currentState.torsoAnim );
+
+ BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
+ BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
+
+ VectorCopy( cent->lerpOrigin, cent->rawOrigin );
+ VectorCopy( cent->lerpAngles, cent->rawAngles );
+
+ memset( &cent->pe.legs, 0, sizeof( cent->pe.legs ) );
+ cent->pe.legs.yawAngle = cent->rawAngles[YAW];
+ cent->pe.legs.yawing = qfalse;
+ cent->pe.legs.pitchAngle = 0;
+ cent->pe.legs.pitching = qfalse;
+
+ memset( &cent->pe.torso, 0, sizeof( cent->pe.legs ) );
+ cent->pe.torso.yawAngle = cent->rawAngles[YAW];
+ cent->pe.torso.yawing = qfalse;
+ cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];
+ cent->pe.torso.pitching = qfalse;
+
+ if ( cg_debugPosition.integer ) {
+ CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle );
+ }
+}
+